/Engine/Plugins/Enterprise/LidarPointCloud/Source/LidarPointCloudRuntime/Public/LidarPointCloudSettings.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig) class ULidarPointCloudSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
bool
bAutoBuildCollisionOnImport
If enabled, the assets will automatically build collision upon their successful import.
bool
bAutoCalculateNormalsOnImport
If enabled, the assets will automatically calculate normals upon their successful import.
bool
bAutoCenterOnImport
Automatically centers the cloud on import.
bool
bEnableLidarRayTracing
If enabled, Lidar assets will become visible to Ray Tracing.
bool
bPrioritizeActiveViewport
Enabling this will allocate larger portion of the available point budget to the viewport with focus.
bool
bReleaseAssetAfterCooking
Enabling this will automatically release memory used by the asset once it's cooked Helpful when dealing with very large data sets to avoid memory blocking
bool
bReleaseAssetAfterSaving
Enabling this will automatically release memory used by the asset once it's saved Helpful when dealing with very large data sets to avoid memory blocking
bool
bUseAsyncImport
Enabling this will allow editor to import the point clouds in the background, without blocking the main thread.
bool
bUseFastRendering
Enabling this will greatly improve runtime performance at a cost of quadrupling VRAM use
bool
bUseRenderDataSmoothing
If enabled, the render data generation will be spread across multiple frames to avoid freezes
float
CachedNodeLifetime
Sets how long the nodes wil be kept in RAM after they are no longer visible.
ELidarPointClou...
DuplicateHandling
Determines how to handle duplicate points (distance < 0.0001).
float
ExportScale
Scale to apply during export. In most cases, this should be equal to an inverted ImportScale
float
ImportScale
Scale to apply during import
int32
MaxBucketSize
Maximum number of unallocated points to keep inside the node before they need to be converted in to a full child node.
float
MaxDistanceForDuplicate
Maximum distance between points, within which they are considered to be duplicates
int32
MeshingBatchSize
Affects the size of per-thread data for the meshing algorithm.
int32
MultithreadingInsertionBatchSize
Determines the maximum amount of points to process in a single batch when using multi-threading.
int32
NodeGridResolution
Virtual grid resolution to divide the node into.
float
RenderDataSmoothingMaxFrametime
If UseRenderDataSmoothing is enabled, this will determine how much of the frame time can be spent on render data generation.